Example #1
0
        public IEnumerator Generate()
        {
            m_Empty = true;

            m_ActiveParticleCount        = 0;
            distanceConstraintsData      = null;
            bendConstraintsData          = null;
            skinConstraintsData          = null;
            tetherConstraintsData        = null;
            bendTwistConstraintsData     = null;
            stretchShearConstraintsData  = null;
            shapeMatchingConstraintsData = null;
            aerodynamicConstraintsData   = null;
            chainConstraintsData         = null;
            volumeConstraintsData        = null;

            points    = null;
            edges     = null;
            triangles = null;

            IEnumerator g = Initialize();

            while (g.MoveNext())
            {
                yield return(g.Current);
            }

            RecalculateBounds();

            m_Empty = false;
            m_InitialActiveParticleCount = m_ActiveParticleCount;

            foreach (IObiConstraints constraints in GetConstraints())
            {
                for (int i = 0; i < constraints.GetBatchCount(); ++i)
                {
                    constraints.GetBatch(i).initialActiveConstraintCount = constraints.GetBatch(i).activeConstraintCount;
                }
            }

#if UNITY_EDITOR
            EditorUtility.SetDirty(this);
#endif

            if (OnBlueprintGenerate != null)
            {
                OnBlueprintGenerate(this);
            }
        }
Example #2
0
 public ObiStretchShearConstraintsBatch(ObiStretchShearConstraintsData constraints = null, ObiStretchShearConstraintsBatch source = null) : base(source)
 {
     m_Constraints = constraints;
 }
Example #3
0
        protected virtual IEnumerator CreateStretchShearConstraints(List <Vector3> particleNormals)
        {
            stretchShearConstraintsData = new ObiStretchShearConstraintsData();

            stretchShearConstraintsData.AddBatch(new ObiStretchShearConstraintsBatch());
            stretchShearConstraintsData.AddBatch(new ObiStretchShearConstraintsBatch());

            // rotation minimizing frame:
            ObiPathFrame frame = new ObiPathFrame();

            frame.Reset();

            for (int i = 0; i < totalParticles - 1; i++)
            {
                var batch = stretchShearConstraintsData.batches[i % 2] as ObiStretchShearConstraintsBatch;

                Vector2Int indices = new Vector2Int(i, i + 1);
                Vector3    d       = positions[indices.y] - positions[indices.x];
                restLengths[i] = d.magnitude;

                frame.Transport(positions[indices.x], d.normalized, 0);

                orientations[i]     = Quaternion.LookRotation(frame.tangent, particleNormals[indices.x]);
                restOrientations[i] = orientations[i];

                // Also set the orientation of the next particle. If it is not the last one, we will overwrite it.
                // This makes sure that open rods provide an orientation for their last particle (or rather, a phantom segment past the last particle).

                orientations[indices.y]     = orientations[i];
                restOrientations[indices.y] = orientations[i];

                batch.AddConstraint(indices, indices.x, restLengths[i], Quaternion.identity);
                batch.activeConstraintCount++;

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)(totalParticles - 1)));
                }
            }

            // if the path is closed, add the last, loop closing constraint to a new batch to avoid sharing particles.
            if (path.Closed)
            {
                var loopClosingBatch = new ObiStretchShearConstraintsBatch();
                stretchShearConstraintsData.AddBatch(loopClosingBatch);

                Vector2Int indices = new Vector2Int(m_ActiveParticleCount - 1, 0);
                Vector3    d       = positions[indices.y] - positions[indices.x];
                restLengths[m_ActiveParticleCount - 2] = d.magnitude;

                frame.Transport(positions[indices.x], d.normalized, 0);

                orientations[m_ActiveParticleCount - 1]     = Quaternion.LookRotation(frame.tangent, particleNormals[indices.x]);
                restOrientations[m_ActiveParticleCount - 1] = orientations[m_ActiveParticleCount - 1];

                loopClosingBatch.AddConstraint(indices, indices.x, restLengths[m_ActiveParticleCount - 2], Quaternion.identity);
                loopClosingBatch.activeConstraintCount++;
            }

            // Recalculate rest length:
            m_RestLength = 0;
            foreach (float length in restLengths)
            {
                m_RestLength += length;
            }
        }
Example #4
0
 public ObiStretchShearConstraintsData(ObiActor actor = null, ObiStretchShearConstraintsData source = null) : base(actor, source)
 {
 }
 public ObiStretchShearConstraintsBatch(ObiStretchShearConstraintsData constraints = null) : base()
 {
 }